Thread: New NPC models
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Old 05-18-2005, 03:45 AM
sirreality
Fire Beetle
 
Join Date: Feb 2005
Posts: 14
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Great info, thanks for the prompt replies. I have one workaround that is probably well-known and i would like to discuss the idea of static models in custom zones.

First, I figured out that all zones seem to accept up to two <zonename>_chr.s3d files. So, you can take, for instance, timorous_chr.s3d, rename the .wld file inside to ecommons_chr2.wld, then rename timorous_chr.s3d to ecommons_chr2.s3d. Now you should find that all the models from the timorous file are available in east commons, including both kunark boats and launches. There may be unintended side-effects to this, but it does allow you to add models that can't seem to be force-loaded.

Second, you mentioned that adding static mob models to OZ for custom zones might not be too difficult, but animated ones are. I have read some threads where some work was being done on the skeletons and so on (this is over my head right now, so i won't pretend to comment). I would really like to see this capability added and would offer any assistance that i can in this effort.

Another nice idea, just thinking out loud here, would be to extract various models from existing zone files to make custom files that contained any mix of models desired. However, i suppose this could allow you to replace existing zone models and could lead to cheating, which i read about in a previous thread, Windcatcher, and i do not want to advocate that at all.

Again, thanks for the information!
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